Rorke's Drift
By Steve Winter and Jeff Perren
Rules for a simple, man-to-man skirmish from the Zulu War.
What's Needed
Compound: approx. 4½ feet by 1½ feet; British: 50 figures; Zulus: 120 figures.
Turn Sequence
1. Side with initiative moves and attacks
2. Side without initiative moves and attacks
The British have initiative in each zone as long as British at the wall are not outnumbered by Zulus inside the zone. Otherwise, both sides roll a die and the highest roll has initiative for the turn.
Assaults
There are three assaults in the game. An assault lasts from its first wave until all Zulu figures are dead or withdrawn.
Zulu Waves
At the start of every Zulu turn, any uncommitted Zulus can form a wave and attack an unengaged wall section. The Zulu players announce how many figures are in each wave and which wall section they are assaulting.
Advancing: Each wave spends three turns "off the table," then reaches the wall and attacks on its fourth move. During this time, British figures on that wall section can fire into the advancing wave, and men from other wall sections can reinforce the threatened wall.
Movement
Zones: The compound is divided into five zones: The hospital, the hospital veranda, the main compound, the storehouse compound, and the kraal. A sixth zone is available if the defenders request it between assaults: the final redoubt. The storehouse is inaccessible.
Moving within zones: A figure in a zone can move to any other place in that zone in one movement phase.
Crossing mealie bag and biscuit box walls: To cross a wall into another zone, the figure moves to the wall and stops. On the next turn, it crosses the wall and stops with its base touching the wall. On the third turn it may proceed normally.
Crossing windows and breaches: Windows and breaches (holes chopped in walls) are handled the same as mealie bag walls. To chop a hole in a wall, the choppers must accumulate six points of damage. Each chopper causes 1d6-4 points of damage per turn.
Crossing doors: To move through an unblocked door, the figure moves to the door and stops. On the next turn, it proceeds normally.
Climbing onto an undefended roof: Two men can boost a third man onto a roof. None of the three can do anything else that turn. If only one man is boosting, or if the climbing man is being helped up by one figure on the roof, there is a one-third chance he will make it onto the roof.
Climbing onto a defended roof: If the roof is defended, roll 1d6 per six Zulus climbing; a 6 means one Zulu climbs onto the roof. One British soldier can hold off six Zulus this way.
Jumping off of a roof: A man jumping off of a roof is incapacitated on a roll of 9-12. A man jumping off of a roof onto another man is killed on a roll of 11-12 and kills the other man on a roll of 10-12.
Fire Combat
A British soldier or officer shooting at a Zulu scores a kill on a roll of 2-6 on 1d6.
Reloading: After firing, a soldier needs one complete turn to reload. If the soldier attacks or is attacked during that turn, he does not reload.
Officers: Lts. Chard and Bromhead are armed with revolvers. They can fire two shots per turn, six shots total. Reloading takes one complete, uninterrupted turn.
Zulus with rifles: Zulus are effective firing in groups. For every three Zulus firing from the Oskarberg Terrace, one defender is killed on a roll of 6 on 1d6.
Melee
Each figure rolls two dice. Consult the Melee Table for results.
|
Defender is: |
Attacker is: |
|
|
Zulu |
British |
|
|
in the open |
7-12 |
8-12 |
|
behind mealie bag wall |
10-12 |
11-12 |
|
behind kraal wall |
9-12 |
10-12 |
|
through door |
11-12 |
11-12 |
The north wall: The north wall of mealies was built along the top of a 2-foot ledge. Zulus attacking from below this wall subtract one from their rolls, and British defending the wall add one to their dice rolls. The same applies to the final redoubt.
Advancing as a combat result: If a Zulu rolls one less than the number needed to kill his opponent, the attacking Zulu bypasses the defender and moves behind him. A Zulu who kills his opponent occupies that figure's space.
Morale
Each Zulu wave must check morale when it reaches 25 percent casualties and 60 percent casualties. Zulus represented by casualty markers must be taken into account when determining casualty levels. To check morale, roll two dice:
2-5 retire immediately
6-8 fight one round of melee, then withdraw immediately
12 fight on until destroyed or withdrawn
Burning Buildings
Roll 2d6 each turn that Zulus are in contact with the hospital or storehouse: 12 means the building's roof has caught fire, and spreads 1d6 inches per turn.
Zulu Casualty Markers
Zulu casualty markers are used to "resurrect" dead Zulu figures. Five dead Zulu figures can be returned to play (at the back of their original wave) by placing one casualty marker.
First assault: No Zulu casualty markers are used in the first assault.
Second assault: Each wave gets one casualty marker per five Zulu figures (fractions rounded down) in the wave.
Third assault: Each wave gets one casualty marker per ten Zulu figures (rounded down) in the wave.
British Wounded
Between assaults, one-third (rounded up) of British casualties from the previous assault return to play (these are wounded men who return to the fight).
Victory
The Zulus win if all British are killed or if the British do not win during the assault when they erect the final redoubt.
The British win if Zulu casualties exceed 250 or if the Zulus have not won after three assaults.
If both sides fulfill a victory condition, the game is a draw.